Game design

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Revision as of 22:52, 2 March 2006 by Lint (talk | contribs)
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This an open forum to discuss game design. These are neither Bugs nor Suggestions (though they may lead to bug reports and game proposals), but points to consider for maintaining balance and consistency.

Mechanics

  • Base accuracy for a weapon is higher than a fist, which is arguably unrealistic. One assumes that you would be less skilled with a weapon than your own hand. (I recall reading a similar comment to this, but I can't find it at the moment.) --Lint 22:52, 2 March 2006 (GMT)
    • All characters appear to have a 10% chance to deal 1 damage with punching.
    • Knives and Daggers appear to have a 20% chance to deal 1 damage.
  • It is likely to be more efficient to die than to search for items and heal yourself. (Based on an observation was made by Leaf on the Suggestions page.) --Lint 22:52, 2 March 2006 (GMT)

Outsider/Native Balance

Axiom: Outsiders and Natives should have access to the same items or skills. Or at least something equivalent.

  • Natives by default can determine the difference between "Tasty" and "Poisonous" berries. Outsiders cannot. --Lint 22:52, 2 March 2006 (GMT)
  • Outsiders by default can use a GPS unit. Natives presumably cannot. --Lint 22:52, 2 March 2006 (GMT)

Class Balance

Axiom: No class should have a complete advantage over the other.

  • According to the chart, Soldiers have a slight advantage over other classes in regards to skills. Add to that their high HP, gives them even more of an edge. The only disadvantage they face is the process of searching and reloading ammunition. --Lint 22:52, 2 March 2006 (GMT)
  • Shamans supposedly don't start with any items and have the lowest HP.
    • Counterpoint: Shamans and their outsider counterpart, Scientists, are among some of the highest ranking characters at the moment. Something is obviously working. --Lint 22:52, 2 March 2006 (GMT)
  • According to the statistics, there is a lack of interest in Villagers and Settlers. --Lint 22:52, 2 March 2006 (GMT)
  • Are there any game mechanics (besides HP, starting inventory, and available skills) that are influenced by your character class? Should there be? --Lint 22:52, 2 March 2006 (GMT)
    • Inventory size
    • Base accuracy
    • Base damage
    • Search odds
    • AP limit